Tagged Questions

I am making a dungeon crawler; as the player character adventures down through increasingly difficult floors of a dungeon, they collect more valuable treasure.
What is a good algorithm to determine ...

I know most games store dialogue text in files, but I've also seen a few text-based games actually program the content (map, choices, possible player commands, story text) into the game code.
I can ...

I'm building a game engine in OpenTK (OpenGL for C#). Is it ossible to take a terrain mesh (in any format) and convert it into a text file (or a really small character-filled file, no more than a few ...

I am creating a roguelike. This question applies to random map generation.
First, I generate areas using a BSP algorithm, where I randomly divide the map into areas.
Then, I generate a graph of the ...

How does one usually go about this? Is this something that generally an artist has to do manually, or are there decent procedural methods (such as with normal mapping where one can look for gradients ...

I have a game concept that only really works in an urban area that is of reasonable scale and diversity. In terms of what it should look like, think GTA, in terms of the size think more like a small ...

The Commandos series of games and its similar western counterpart, Desperados, use a mix of 2D and 3D elements to achieve a very pleasing and immersive atmosphere. Apart from the concept that alone ...

I'm currently building a game whose NPC's are going to be assigned a random gender and a random name for the right gender. To do this I will be using a "database" of names (actually a text file with ...

I'm in the process of creating a web app. I have many randomly-generated non-player characters in a database. I can pull a lot of information about them - their height, weight, down to eye color, hair ...

I'd like to have a procedural system that uses a string of data to create a 3d creature. The way I've thought to do this is to use the code to generate a simple creature skeleton (I'll get to the skin ...

A well known limitation of using the XNA Content Pipeline is that it is not included in the XNA redistributable. So, if you want to create an editor for your game, the designer must download the whole ...

I'm trying to programmatically generate vertices and indices for a torus. I found this piece of code somewhere, and it looks like it works, but I'm not certain it is correct.
With my little knowledge ...